Cybernoid II

• Smelt nurdy aliens and blast their weapons into smoking piles

When Nick Roberts was told there was going to be a sequel to his
favourite thing in life (after banana and mushroom pizzas), he was delighted.
Now, hard-working Raf Cecco’s Cybernoid II is here at last, but
how does it measure up?

Well, at first sight it’s very similar to the original with similar
pirate ships and backdrops. In fact, the status panel is identical to the one
in Cybernoid. The ‘fighting machine’ itself appears slightly
bulkier, ready for the highly dangerous mission awaiting it.

As in the original, the Cybernoid craft explores a host of
alien-inhabited screens, trying to recover as much treasure as possible by
shooting pirate ships and collecting their cargoes. Apart from a lasergun, the
Cybernoid is equipped with 7 extra weapons. One change from the original is the
replacement of mines with exploding time bombs. However, the only difference
here is that the time bombs are detonated after a few seconds rather than on
contact with the enemy.

But some extra features do exist, such as the positively huge gun
emplacements and even more huge grotesque heads spitting bombs. There are also
two maces (one in the form of a miniature Cybernoid) to collect instead of the
prequel’s one. Another addition is the inclusion of horizontal lifts as well
as vertical ones.

Nevertheless, I can’t help feeling that this is essentially just
Cybernoid with different graphics — it’s such a pity it’s not
different enough to be outstanding in its own right. Having said that, it
retains the massive playability of its predecessor, and boasts some new catchy
in-game music. Cybernoid II is a well-presented follow-up which
derives rather too much from the classic original.

You’ve reached the end of the level, but have you collected enough
treasure?

The pirates are determined to stop Cameron getting to that end of level platform.

CYBERGESTIONS TOO

If there’s a large gun-type object on the screen throwing bullets at you,
take cover behind a piece of border and use seekers on it. Get ready for the
alien — it spurts out when it dies.

You have to collect over 1,500 points of treasure, so if you find a screen
that has no land guns and loads of aliens, fire like hell and collect all the
points.

To get past the horizontal moving circles it’s best to drop down on them
just as the first one goes by. Once you’re in between, just move with them
until you can get out the other side.

The best weapons for enemy-filled screens are the bouncing bombs, so
select them if you don’t know what’s on the next screen.

The main ship has doubled its width — which unfortunately makes it look clumsy
and unattractive, but to make up for this there are animated aliens, three new
weapons and more colour than Playing Tips (surely not?). The scenario of the
game’s exactly that of the original, but with a new tune playing all through
the game, four levels and even a new cheat mode, there’s plenty more Cybernoid
fun to get stuck into.

NICK ... 88%

It may be my imagination — considering the game is very similar to its daddy —
but the play seems harder than before (and it was tough enough then). The
vicious security systems are as beautifully drawn and animated as ever, and all
spit bullets at a frightening rate. I can assure you that on the first few
games lives will be lost with extreme rapidity. Sound on the 128K version is
also as good as before. Although it looks a little too much like its
predecessor, Cybernoid II is a worthy successor.

MARK ... 90%

THE ESSENTIALS

Joystick: Kempston, Sinclair, CursorGraphics: a slightly bulkier Cybernoid and some massive enemy installations; everything appears chunkier than in the original CybernoidSound: a catchy in-game 128K tune and atmospheric effectsOptions: defineable keys. Music can be turned offGeneral rating:not as stunning second time round, but still maintains the original’s playability